// webgl/webgl_morphtargets.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';
import { GUI } from './jsm/libs/lil-gui.module.min.js';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
        
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this
        let container, camera, scene, renderer, mesh;

        init();

        function init() {

            container = document.getElementById( 'container' );

            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0x8FBCD4 );

            camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 20 );
            camera.position.z = 10;
            scene.add( camera );

            scene.add( new THREE.AmbientLight( 0x8FBCD4, 0.4 ) );

            const pointLight = new THREE.PointLight( 0xffffff, 1 );
            camera.add( pointLight );

            const geometry = createGeometry();

            const material = new THREE.MeshPhongMaterial( {
                color: 0xff0000,
                flatShading: true
            } );

            mesh = new THREE.Mesh( geometry, material );
            scene.add( mesh );

            initGUI();

            renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            renderer.setAnimationLoop( function () {

                renderer.render( scene, camera );

            } );
            container.appendChild( renderer.domElement );

            const controls = new OrbitControls( camera, renderer.domElement );
            controls.enableZoom = false;

            window.addEventListener( 'resize', onWindowResize );

        }

        function createGeometry() {

            const geometry = new THREE.BoxGeometry( 2, 2, 2, 32, 32, 32 );

            // create an empty array to  hold targets for the attribute we want to morph
            // morphing positions and normals is supported
            geometry.morphAttributes.position = [];

            // the original positions of the cube's vertices
            const positionAttribute = geometry.attributes.position;

            // for the first morph target we'll move the cube's vertices onto the surface of a sphere
            const spherePositions = [];

            // for the second morph target, we'll twist the cubes vertices
            const twistPositions = [];
            const direction = new THREE.Vector3( 1, 0, 0 );
            const vertex = new THREE.Vector3();

            for ( let i = 0; i < positionAttribute.count; i ++ ) {

                const x = positionAttribute.getX( i );
                const y = positionAttribute.getY( i );
                const z = positionAttribute.getZ( i );

                spherePositions.push(

                    x * Math.sqrt( 1 - ( y * y / 2 ) - ( z * z / 2 ) + ( y * y * z * z / 3 ) ),
                    y * Math.sqrt( 1 - ( z * z / 2 ) - ( x * x / 2 ) + ( z * z * x * x / 3 ) ),
                    z * Math.sqrt( 1 - ( x * x / 2 ) - ( y * y / 2 ) + ( x * x * y * y / 3 ) )

                );

                // stretch along the x-axis so we can see the twist better
                vertex.set( x * 2, y, z );

                vertex.applyAxisAngle( direction, Math.PI * x / 2 ).toArray( twistPositions, twistPositions.length );

            }

            // add the spherical positions as the first morph target
            geometry.morphAttributes.position[ 0 ] = new THREE.Float32BufferAttribute( spherePositions, 3 );

            // add the twisted positions as the second morph target
            geometry.morphAttributes.position[ 1 ] = new THREE.Float32BufferAttribute( twistPositions, 3 );

            return geometry;

        }

        function initGUI() {

            // Set up dat.GUI to control targets
            const params = {
                Spherify: 0,
                Twist: 0,
            };
            const gui = new GUI( { title: 'Morph Targets' } );

            gui.add( params, 'Spherify', 0, 1 ).step( 0.01 ).onChange( function ( value ) {

                mesh.morphTargetInfluences[ 0 ] = value;

            } );
            gui.add( params, 'Twist', 0, 1 ).step( 0.01 ).onChange( function ( value ) {

                mesh.morphTargetInfluences[ 1 ] = value;

            } );

        }

        function onWindowResize() {

            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();

            renderer.setSize( window.innerWidth, window.innerHeight );

        }
    }
})